Bloodthorn

Name: Bloodthorn (Acacia), PL 10; Init +7 (+2 Dex, +5 Super-Dex); Defense 10 (+5 base, +2 Dex, +5 Super-Dex); Spd 30 ft.; Atk +6 melee (+2S or +2L punch, +5L Thorncoat), +7 ranged (+5L thorn spray); SV Dmg +5, Fort +3, Ref +7, Will +2; Str 12, Dex 14, Con 16, Int 12, Wis 14, Cha 10. [25 CP in BAB / BDB, 18 CP in Attributes]

Skills: Athletics +1/8, Balance +1/8, Climb +1/3, Jump +1/3, Spot +1/3, Listen +3/5, Hide +1/8, Craft (woodworking) +4/5, Survival +2/4, Language (Kiswahili) [16 CP]

Feats: Rapid Strike, Toughness, Sidekick (PL:9 Insect Swarm**), Blind-fight, Power Attack, Takedown Attack [12 CP]

Powers:

Super-Dexterity +5 (Extras: Super-Constitution, Regeneration, Partial Extra: Super-Strength +1, Power Stunt: Dual Damage) [45 CP]

Thorncoat +5 (Effect: Energy Field (Lethal Kinetic), Extras: Continuous, Immunities (*), Protection, Drain (Physical, E: Slow Recovery, F: Only Dex), Trigger (Drain), Flaw: Drain only Triggered if the target takes damage from the Thorncoat), Power Stunts: Extra Reach (Thorncoat), Energy Blast (E: Area, Drain (Physical, E: Slow Recovery, F: Only Dex), Trigger (Drain), F: Drain only Triggered if the target takes from the spine-burst, Reduced Range (Touch), Uses (8 / day)) [34 CP]

Equipment: None.

*Immunities (Aging, Critical Hits, Exhaustion, Starvation, Suffocation)

Formerly African in appearance, the creature that now calls herself Bloodthorn shows little sign of her ancestry, appearing as a red and green thorned creature with a fantastic carapace of dark green hardwood decorated with enormous thorns that extend up to a yard long when fully extended, and tapering to a blood-red and even a near-black at their tips, shining with an exotic venom chemically similar to curare. Even worse, some of the shorter horn like thorns on her shoulders, forehead and back are hollow, serving as homes to a swarm of venomous flying insects, sharing traits of both wasps and beetles, but like no species known to terrestrial entomology. The swarm seems to be somehow generated within her form, and even if the insects are wholly eradicated, a new swarm may well be gestated to replace those lost within the many nests encompassing her body. She never speaks in combat (and rarely in any event), moving like a silent reaper through her foes, their blood seeping into her dark green skin, perhaps absorbed to fuel her inhuman metabolism.

**Swarm 'Sidekick'
Name: the Swarm, PL 7; Init +5 (+5 Dex); Defense 18 (+3 base, +5 Dex); Spd 30 ft. (Fly 35 ft.); Atk +3 melee (+5S stings and bites); SV Dmg +4, Fort +4, Ref +5, Will +1; Str 6,
Dex 20, Con 18, Int 2, Wis 12, Cha 2. [15 CP in BAB/BDB, 0 CP in Attributes]

Skills: Climb +2/6, Listen +2/3, Spot +5/6, Hide +3/7 [12 CP]

Feats: Attack Finesse (stings and bites), Aerial Combat, Skill Finesse: Climb (can use Dex modifier instead of Str modifier for Climb checks) [6 CP]

Powers:
Alternate Body: Semisolid +7 (Swarm of Insects, Effects: Elasticity, Protection, Strike, Immunities (***), Extras: Continuous, Flight, Partial Extras: Regeneration +5, Resurrection +5, Obscure +2 (E: Duration (Continuous), F: Range (Touch)), Drain (Physical) +2 (E: Trigger (on a hit that inflicts damage), Secondary Effect, F: Str only, Only when Triggered), Flaws: Permanent) [56 CP]

Equipment: None.

*** Swarm Immunities (Critical Hits, Exhaustion, Starvation, Suffocation, Kinetic, Disease, Poison)

 

 

 

Sequoia

Name: Sequoia, PL 10; Init +2 (+2 Dex); Defense 15/17 (+5 base, +2 Dex, -2 Size at Size Huge); Spd 30 ft. (50 ft. at Size Huge); Atk +10 melee (+4S punch), +8 melee (+12S punch) at Size Huge; SV Dmg +7 (+15 at Size Huge, -2 Protection), Fort +7, Ref +2, Will +2 (-2 Mental Protection); Str 18, Dex 14, Con 20, Int 12, Wis 14, Cha 12. [25 CP in BAB / BDB, 30 CP in Attributes]

Skills: Climb +2/6(14), Jump +2/6(14), Swim +2/6 (14), Balance +1/3, Acrobatics +1/3, Hide +3/5(-3), Move Silently +1/3, Survival +5/7, Spot +2/4, Listen +2/4, Language (Tsimshian), Disable Device +3/4, Repair +2/3, Demolitions +2/3 [29 CP]

Feats: Attack Focus (hand to hand), Toughness, Great Fortitude, Immunity (Critical Hits), Power Attack, Rapid Healing, Indomitable Will [14 CP]

Powers:
Growth +8 (Extra: Continuous, Flaw: Amazing Save-Damage instead of Protection) [48 CP]

Protection +2 (Extra: Mental Protection, Flaw: Obvious (hardwood skin)) [4 CP]

Equipment: None.

A Native American (Canadian, in nationality) whose skin has transformed into smooth bark, and who has the ability to grow to Huge size, with a commensurate increase in strength and durability. Going by the name of Sequoia, she has been an active ecoterrorist, spiking trees in the Pacific Northwest, since she was a girl, and her work with the Green Man has seen no radical change in her personality. Unlike Bloodthorn, she is quite talkative, and will angrily harange those she fights about various environmental failings of humanity, including man's inhumanity to not just the forests, but also the air, the seas, the earth and the various animal species that share the planet with mankind. She will often work herself into a frenzy, merely on the nature of the crimes against nature that she is railing about, entirely disregarding whether or not those she is fighting have anything to do with those sorts of abuses. Her temper is her greatest potential flaw, and might be used against her, as can any sort of prompting to get her speechifying about the subjects that inflame her passions.

 

 

 

Narcosis

Name: Narcosis ('Poppy'), PL 10; Init +3 (+3 Dex); Defense 18 (+5 base, +3 Dex); Spd 30 ft. (Fly 50 ft.); Atk +5 melee (+0S punch), +8 ranged (Suffocate, Stun, Dazzle or Paralyze, no damaging effects); SV Dmg +3, Fort +3, Ref +3, Will +1; Str 10, Dex 16, Con 16, Int 14, Wis 12, Cha 16. [25 CP in BAB/BDB, 24 CP in Attributes]

Skills: Science (Ecology) +4/5, Science (Botany) +1/2, Science (Zoology) +1/2, Medicine +2/3, Perform (dance) +2/10, Sense Motive +1/4, Diplomacy +2/10, Ride (elephant!) +1/4, Handle Animal +1/9, Language (Hindi), Survival +1/4, Profession (scientist) +3/6 [20 CP]

Feats: Aerial Combat, Attractive, Rapid Healing [6 CP]

Powers:
Alternate Body: Gaseous +10 (Effects: Incorporeal (affected by wind and fire attacks), Flight, Immunities (*) and Suffocate. Extra: Ghost Touch, Partial Extra: Area +2, Flaw: Reduced Range (Touch range for Suffocate and other offensive Power Stunts), Power Stunts: Dazzle (sight (E: Dazzle (scent)), Stun, Paralyze and Obscure (for Obscure only, E: Affects Scent also, F: Partial concealment only). [60 cp]

Super-Charisma +5 (Extra: Enthralling Presence (Effect: Intimidating Presence but Intoxicates those 'shaken' to identical effect, or causes those 'cowering' to instead be overcome by hallucinations of bliss. Immunity to Poisons, or a sealed environment (such as Immunity (Suffocation) from a suit of Armor or a Force Field) will protect against it. It can affect someone by skin contact, so holding one's breath is no defense.) [15 cp]

Equipment: None.

*Immunities in 'Pollen Form' (Critical Hits, Disease, Poison, Exhaustion, Starvation, Suffocation, Pressure, Cold, Gravity, Light)

Narcosis is a slender East Indian, laid-back and wearing diaphanous gowns of sheer white cotton, decorated with flower petals. She is often barefoot, or at most, clad in sandals, and wears necklaces, hair-braids and / or bracelets of carved wood, natural seeds, or dried flowers, as well as woven vines and actual fresh flowers. She always has a poppy flower in her hair, tucked into her gown or even woven together as a form of belt with many other poppy flowers, leaving one behind wherever she goes, as a sort of calling card. She goes by the name 'Poppy' more commonly than her 'super' name of Narcosis, which she doesn't take seriously. She doesn't share the angry speeches of her 'sister' Sequoia, nor the cold silence of the cruel Bloodthorn, but instead always seems to have a distant smile on her face, as if the nature of humanity is nothing more than a source of mild amusement to her. Even in the face of danger, she shows little concern, although she can move quickly when need be. If hurt, she looks genuinely surprised, as if she hadn't realized that this game was real, and could have real consequences, and it seems likely that she is spending the majority of her waking life in a narcotic-induced fantasy thanks to her powers. Otherwise, she generally laughs softly and tip-toes her way through combat, acting all the part like a perpetually wasted hippy 'flower-child,' only lacking any of the western turns of phrase or stoner paraphenalia that are commonly associated with the '60s daytrippers. Her gowns can appear in any color, but most commonly are simple white, as the poppies and other wild-flowers she adorns herself with, as well as her dark eyes, skin and hair, provide enough color. Rarely she will 'dress up' in a similar gown in pastel shades of red, orange or yellow, making sure that the poppies and other flowers she chooses offset those colors.